Murray Segal

Murray Segal is one of the city’s best-financed fences. Word on the street is that he occasionally pays out big money for the sort of crap that turns up on public television antique shows. Most thugs appreciate stuff like that for their breakage factor; those who’ve pulled their heads out of their asses know that if they’re in with Murray, any random piece of crap is liable to turn into a big score. No one knows whom Murray sells the loot to, and no one cares as long as he keeps paying. The old man likes to hint at something very big and important he’s working on, but no one takes him seriously. After all, exactly what the hell could an old coot of a pawnbroker cook up in his basement, anyway?

If that old coot is a half-addled mechanomancer, quite a lot, actually.

Murray is not simply dealing in antiques for the money. Using his criminal connections and deep pockets, Murray has managed to amass a rather impressive collection of historical artifacts. Over the past ten years, Murray has been slowly building his final work, a clockwork to end all clockworks, his grand finale, his final masterpiece.

Unfortunately, Murray has been a bit careless with his memories. Not only has Murray burnt almost everything that happened before the last decade, but he’s also lost part of his mechanomantic training. Namely, Murray no longer knows that with each charge he generates, he loses some of his memories. He is also somewhat unclear on the nature of some of the older portions of his creation. Murray still continues to work, undaunted by his "failing" memory. As far as he knows, that weird mumbo-jumbo he does is just part of the creative process, a codified set of superstitions that he developed over the years to help him with his work. Integrating artifacts into his work just seems like the natural thing to do, and if pressed about it, or his mechanomantic taboo, Murray will just write it off as just the way he likes to do things. In his gut, Murray is still a practicing mechanomancer, even if he’s pretty much lost it on a practical level.

Now, if he can only remember what that gatling gun is for...

Personality: (Scorpio) Murray is like a bulldog. Once he latches on to an idea or goal, he never lets go. This is great when he’s pursuing some job; terribly annoying when he’s convinced you’re his grandson Fred. Cross Grandpa Simpson with a rottweiler and you’ve got Murray.

Obsession: Murray is obsessed with how a variety of small, unrelated pieces can work together to create a system more powerful than the sum of its parts.

Wound Points: 30

Passions

Rage Stimulus: Murray knows that something is wrong with his memory. He thinks he might be going senile, and anyone that presses him about it is sure to anger him.

Fear Stimulus: (Helplessness) Death. Murray lies awake at night worrying that he just won’t live long enough to see his plans through.

Noble Stimulus: Helping out young people. Murray is eager to dispense advice and assistance to anyone whose inexperience has gotten them into trouble.

Stats

Body: 30 (Arthritic)

Speed: 30 (Uses a Cane)

Mind: 60 (Schemer)

Soul: 70 (Intensely Persistent)

Skills

Body Skills: General Athletics 10%, Struggle 10%

Speed Skills: Cane Use 20%, Dodge 10%, Drive 15%

Mind Skills: Electronics 30%, Notice 35%, Wealthy 55%

Soul Skills: Charm 30%, Lie 30%, Mechanomancy 50% (+/- 2d10)

Murray’s mechanomancy skill is a bit twonky. Whenever he tries to use it, roll a die. If it comes up even, roll 2d10 and add the result to his base skill of 50%. If it comes up odd, subtract 2d10 from his skill. Do this every time Murray tries to use this skill.

Madness Meter

Violence

The Unnatural

Helplessness

Isolation

Self

4 Hardened

8 Hardened

1 Hardened

2 Hardened

3 Hardened

3 Failed

2 Failed

0 Failed

0 Failed

1 Failed

Equipment

Mechanical Raptors

Murray designed and built fifteen of these things to serve as his personal bodyguards. At any time, Murray has two or three of them hidden in his pockets. The rest fly in a flock nearby, following Murray’s every move and ready to swoop to his aid should he come under attack.

Body: 20

Speed: 50 (F)

Swarm Attack 35%

Murray’s birds attack by swarming a foe’s face and pecking at his eyes. A successful attack does melee damage, and the victim must make a successful matched soul check or spend the remainder of the turn covering his face and swatting at the birds in a blind panic.

Dancing Sword Cane

This little number serves as Murray’s personal bodyguard. Though Murray carries two canes with him when he goes out for a stroll, in reality he only needs one to totter along. His second cane is a cunningly crafted automaton. When a hidden button on the underside of the cane’s crook is pressed, three slender metal legs unfold from the cane’s base, while the upper half opens up to reveal a fold out spinning blade. Murray has three of these contraptions, though he carries only one with him. The cane will attack the nearest living thing that isn’t Murray, so he tends not to use it if he gets into trouble while in the company of friends.

Body: 25

Speed: 65 (S)

Dodge 40%, Spinning Blades 45%